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How to animate in CK


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Posted

So CK came out finally, but i dont understand the file format their animations are in, .af .afx. Anyone had any success making custom animations yet?

Also they seem to stopped using .lip files in favor for something called ffanim or something, whic i also havent found a way to generate...

Posted
21 hours ago, Karma92 said:

So CK came out finally, but i dont understand the file format their animations are in, .af .afx. Anyone had any success making custom animations yet?

Also they seem to stopped using .lip files in favor for something called ffanim or something, whic i also havent found a way to generate...

They currently have not added a way to add custom animations yet, I am guessing it is coming later.

Posted
21 hours ago, Karma92 said:

So CK came out finally, but i dont understand the file format their animations are in, .af .afx. Anyone had any success making custom animations yet?

Also they seem to stopped using .lip files in favor for something called ffanim or something, whic i also havent found a way to generate...

 

I know very little about making animations, but SF seems to use similar behavior graphs like F4 did, so most of the animation data in the CK will be in the behavior graphs on the Race of whatever you're animating. Additionally, I saw that they actually distributed 3DS tools with the CK (/Starfield/Tools/ArtTools folder) - I don't have 3DS so I got no idea if they do anything, but they do seem to include something relating to Havoc Tools and a FBX importer.

 

I know that information isn't very helpful, but maybe it can be useful on your search. They definitely *have* a way to add custom animations in the CK, we just haven't figured out the pipeline yet. Don't hold your breath for any dedicated "custom animation" thingy - the functionality is probably already there, just needs to be understood.

Posted
On 6/14/2024 at 6:54 PM, hydropalgel said:

They currently have not added a way to add custom animations yet

 

The last hotfix added a patch so that new animations from Creations would play without having to restart the game, so I'm guessing it's doable with current tools.

 

Which isn't to say I know how to do it, of course. There were some animation-relevant art tools in the same update, but they're 3DSMax only, which means I'm unlikely to be using them any time soon. 

 

On 6/17/2024 at 12:25 AM, Reigor said:

Can make animations in Blender and play them in Starfield through the console which should mean it can be called on with a script?

 

I've not had a chance to look at it in detail, but the latest NAF release has a basic papyrus interface.

Posted
46 minutes ago, DocClox said:

 

The last hotfix added a patch so that new animations from Creations would play without having to restart the game, so I'm guessing it's doable with current tools.

 

Which isn't to say I know how to do it, of course. There were some animation-relevant art tools in the same update, but they're 3DSMax only, which means I'm unlikely to be using them any time soon. 

 

 

I've not had a chance to look at it in detail, but the latest NAF release has a basic papyrus interface.

Yeah makes sense, im not gonna spend 300 bucks for an unpaid hobby either lol. Do u happen to know how to upload custom music in creation kit? Not replacer but new music tracks

Posted
28 minutes ago, Karma92 said:

Yeah makes sense, im not gonna spend 300 bucks for an unpaid hobby either lol. Do u happen to know how to upload custom music in creation kit? Not replacer but new music tracks

That's not something I've ever tried to do, tbh

  • 3 months later...

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